Thursday, 22 March 2018

The Drain Chamber 2

The Drain Chamber 2: Doug Kovacs Sketchbook 2017 was written and illustrated by Doug Kovacs, with additional writing by Harley Stroh and Wayne Snyder. The publisher is

Disclosure: Only 100 of these were printed, and I have #27 because Doug Kovacs kindly held it for me to purchase at Gary Con X.

As with the first Drain Chamber, this is primarily a vehicle to celebrate the wonderful art of Doug Kovacs. Also, as with the first Drain Chamber, I am going to focus on the content for Dungeon Crawl Classics. Despite this, anyone who is not inspired by looking at Doug Kovacs' art has no soul. Even the life drawings this man does make my creativity sing. The Green Man/Faerie art (reminiscent of Alan Lee's work) is amazing.

The directly gameable content is The City of Punjar: The Bazaar of the Gods by Harley Stroh and !!Warlands!! by Wayne Snyder. The first of these offers tables to use "when an exiled cleric is in search of absolution, the party is desperate to remove a hex or curse, or the judge simply decides to challenge the indifference of his godless characters". The second is two tables for a Dungeon Crawl Classics setting: Ancient Warlands Sauroid Slave Camp Over Heard Rumors and Doom Vaults Random Terrain Features. A note in one of the illustrations says "Look for Warlands in the Hobonomicon". Gaming content totals 4 pages out of 24 (plus covers).

This book includes gorgeous sketches, and some inks, from various Dungeon Crawl Classics and Mutant Crawl Classics products, as well as work done for other products and for no product at all. There is a two-page spread of art created for Inferno Road.

The Drain Chamber 2 was a limited run product. If you were unable to get one during that run, I cannot tell you where to get one now. Pay attention to ebay, I guess, and pay attention to so that you don't miss The Drain Chamber 3.

Tuesday, 20 March 2018

Crawl-thulhu Issue 1

Crawl-thulhu: A Two-Fisted Zine of Lovecraftian Horror Issue 1 was written by John Potts and illustrated by Todd McGowan. The publisher is Discerning Dhole Productions.

This is the first issue of a zine seeking to combine the Lovecraftian Mythos and two-fisted pulp action in a 1920s milieu...which means that you might even survive with most of your sanity intact! Not that you should count on it in this issue, wherein you create 0-level characters and go through a funnel adventure.

Let's look inside.

Introduction: Standard fare.

Pulp Action in the 1920s: Because this zine is focused on Dungeon Crawl Classics-based play, your PCs may survive.

New Rules: There are some new rules that bring the flavor of the Mythos and the era to the table. These are:

  • Luck is for the Sane: You have Sanity instead of Luck. After 0-level, there are ways to restore Sanity. When you run into Mythos creatures, or catch glimpses of the true nature of the world, you make a Sanity Check and might go insane. Going insane doesn't end the game for you, though, except in extreme cases. When you fail a Sanity Check, you roll an Insanity Die of various sizes to determine what happens to you.
  • Firearms: It's the 1920s. They have guns. You can have guns, too.

Fight Against Impossible Odds: This is a section on how to create 0-level characters for the Crawl-thulhu setting. There is a section on Common Names in the 1920s, which adds to the flavor of the game, Occupations, and Celestial Alignment. Celestial Alignment replaces a normal DCC character's Lucky Sign, and can not only modify certain preset rolls, but results in a +1d Action Die shift on rolls against creatures related to the indicated planet/star regardless of your actual Sanity. Otherwise, the modifiers are based on your current, not your initial, Sanity.

A Horrible Day at the Dunwich Fair: What is a new Dungeon Crawl Classics milieu without a funnel adventure to start you off in? This adventure is an adaptation of H.P. Lovecraft's The Dunwich Horror (which the judge should read), and sees the titular creature rampage across Dunwich.

Commune with Yog-Sothoth: The first spell that the PCs come across, and it reveals how casting will work in the Crawl-thulhu milieu. Casting it requires a Sanity test (check), as one might expect. A natural "1" causes you to lose the spell and your mind (all Sanity). Failure causes Sanity loss, and the spell is lost for a whole month rather than for a single day. The Insanity Die size is the Crawl-thulhu version of spell level.

Next Issue: Slated to contain six classes, skills, magic, and information for setting up Crawl-thulhu campaigns. That's pretty ambitious for a second issue, and I would not be surprised if part of that appears in a third (or even a fourth!) issue instead.

A Crawl-thulhu character sheet is also provided.

Okay, with that out of the way, let's talk about this product in relationship to existing Dungeon Crawl Classics materials. Could you run a Crawl-thulhu scenario using Transylvanian Adventures, Dark Trails, or Black Powder, Black Magic as an engine? Every indication suggests that you can. You could even mix and match the rules you prefer.

The funnel, A Horrible Day at the Dunwich Fair, has a lot in common with The Arwich Grinder, which is also based heavily on H.P. Lovecraft's work. You could easily run the funnels together as part of a larger scenario, if you liked, either converting the Crawl-thulhu materials to standard Dungeon Crawl Classics or vice versa.

There are quite a few other Lovecraftian resources for Dungeon Crawl Classics that might be usable with Crawl-thulhu. Probably the most apropos of these are Lovercraftian Monsters for Dungeon Crawl Classics and The Thing That Should Not Be, both by Jon Hook, and both in the Goodman Games Gen Con 2017 Program Book.

Welcome to Crawl-thulhu, where you will scour quaint, corrupt towns and forgotten catacomb for cults and monsters bent on the downfall of humanity; sacrifice your sanity to cast reality-bending spells that your mind was never meant to know; travel to strange, alien dimensions and planets; and put your body, mind, and very soul on the line to keep the Great Old Ones’ plans on hold so mankind can live another day. Crawl-thulhu requires ownership of the Dungeon Crawl Classics rulebook.

Get It Here!

Country Crawl Classics

Country Crawl Classics was written by Reece Carter, Jarrett Crader, Anthony Fournier, Christian Kessler, Jason Kielbasa, Doug Kovacs, Matthew Schmeer, Wayne Snyder, and Noah Stevens. Illustrations are by Dan Domme, Anthony Fournier, Doug Kovacs, and Evey Lockhart. No publisher is listed, which is probably for the best.

"It's the ear 21XX and all you got is a whole buncha Misery. Canada's been nuked, there's a wall to the south, and the Midwest is a dirt farm. You and your inbred, good fer nuthin' kin have learned to subsist on Fundo! and mutant alligator meat, all the while suckin' down booze and eatin' whatever pills you can find. Elvis is everywhere, rhinestones are all the rage and every honky tonk across the blasted hellscape of the USA has a jukebox in the corner playin' another somebody-done-somebody-wrong-song. Saddle up yer electric horse (if ya got one, that is) and ride out into the future that is the past of 1970s America in all its horrible glory! Welcome to Country Crawl Classics!"

Herein you will find a 0-level funnel where Jimmy "Chickenhead" Van Dell, your honky tonk piano player with a mutant cur and a glass eye gets eaten by cannibals or space vampires....which is okay because he constantly smells like shit, he's addicted to space blow, and his cheat'n heart never quits.

You might stop to see LIVE! NUDE! CHUPACABRAS! and wrassle a barr while whiskey slush rains from the sky. It's all fun and games until the bar closes, or you end up at Flammable Hospital.

This is a seriously messed up product, although it is also seriously funny, and the Misery Die is actually quite brilliant. It's a bit like a less nihilistic version of Black Sun Deathcrawl or Null Singularity. Don't expect a campaign or a storyline that passes beyond your miserable end...although in this case it will be a hilariously miserable end.

I have no idea how you can obtain this item, unless you manage to track down one of the miscreants responsible for it at a convention and pass your Luck check.

Angels, Daemons & Beings Between Volume 2: Elfland Edition

Angels, Daemons and Beings Between Volume II: Elfland Edition was written by James A. Pozenel, Jr. with supplemental writing by Mark Green, Daniel J. Bishop, and Paul Linkowski. Art is by David Fisher (including cover), Doug Kovacs, Stefan Poag, Stephen Thompson and Bruce Worden. The publisher is Shinobi27 Games.

Disclosure: I wrote the forward and a backer patron for this product, and was a patron of the successful Kickstarter campaign. The author also kindly mentions my blog in his introduction, and says "While all the research broadened my horizons, it was some of Daniel Bishop’s words in a blog post about patrons that ended up informing my work the most."

This is a massive book, containing 13 full patrons (including three backer patrons), four demi-patrons, and more. Let's look inside!

Foreword: Standard fare, which I wrote.

Preface: More standard fare, but which tells you how the author chose to approach him material.

Introduction: Here we get into the first real meat of the book, with discussions of the Faerie Court, Faerie Mounds, and the relationship between Elves, Patrons and Religion. Anyone familiar with folklore, or the more folklore-derived elf-types in Appendix N literature, will be more delighted than surprised by this material.

Patrons: The book then jumps into the 10 full patrons James Pozenel devised for the book. They are:

  • Balancyrs, The Changeling Prince: "Balancyrs is a changeling, the result of the union between an elf and a troll. When a changeling is born, magic is used to give the infant a form. Sometimes they appear as a human, others an elf -- the possibilities are virtually limitless and governed by the spellcaster’s aims and whims." 
  • Ehawol, The Fallen: "Ehawol was once a powerful elf renowned for his prowess in crafting and enchanting. He hungered for arcane secrets and hidden lore until his obsession led to him being consumed by the influence of demonic powers."
  • Finngolric: "Finngolric is a patron to orphans, the poor, vagabonds, and thieves. While none of these roles are commonplace in traditional elven communities, there are times and places where Finngolric is able to entice elves to follow his particular call to freedom."
  • Hollura: "Hollura is sometimes called the Good Mother. She is knowledgeable in protection, healing, and herbalism. She is said to have created the Fey Rune of Healing, a secret that she has shared amongst the elves."
  • Ioelena: "Ioelena is a powerful, female, elf mage who dwells in the fey realms of Elfland. The Lady of Flame and Fate is a powerful pyromancer, summoner, diviner and an expert in manipulating fate itself. Ioelena’s symbol is the phoenix and it is rumored that she may even be related to the mythical beasts."
  • Lumgolit, Demon Queen of the Spider Pits: "Lumgolit, The Demon Queen of the Spider Pits, The Dark Weaver, is the patron supreme amongst the fallen race of the black-skinned dark elves. Her cruelty is renowned and she sows discord between her followers and enemies alike."
  • Setanda: "Setanda is a lusty, brave half-elf/half-faerie who enjoys competing, battling, or contesting anything dangerous or difficult. Many think he is easily provoked, capricious, and erratic, but for Setanda all challenges are to be confronted and conquered."
  • Sintar, The Knower: "Sintar is often just called by his epitaph: The Knower. Both Sintar and the King of Elfland are considered as twin patriarchs of the elves. One is the lord and guardian of the Fey Realms; the other its spy and sage."
  • Volundrar: "Volundrar is a master craftsman and enchanter without peer. He practices his arts in solitude, yet it is rumored that there is an abnormally malicious side to the being called the Strange Smith. It is common knowledge that the Weird Worker was imprisoned at one time by a powerful king and forced to make fine trinkets and magical items."
  • Yvrion: "Yvrion is warden of sacred forests, master of the hunt, paragon of the elven bowman, and swordsman supreme. It is well known amongst the Faerie Court, that Yvrion is a close ally of the King of Elfland. He is bold and quick to take action, at times even rashly."

Lumgolit has the distinction of being mentioned (although not by name) in the core rulebook: "the demon queen of the spider pits tires of her servants being misused by mortals and takes notice of the caster, who finds himself beset by arachnid opponents at all turns (judge’s discretion) for the next 1d7+1 days – these spiders, both mundane and demonic, attack exclusively the caster and clearly seek to punish him" (page 196). The dark elves are mentioned on pages 56 and 320.

Demi-Patrons: Demi-patrons were first described in CE 5: Silent Nightfall, and later appeared in Angels, Daemons, & Beings Between, having been further (and independently) developed by Paul Wolfe. These are beings, not as powerful as full patrons, who may nonetheless aid spellcasters. This volume contains four.

  • Alboran, The Red King: "Alboran is the mightiest of the faeries in the area of Noc Marb. His charges are the brownies, leprechauns, sprites and fairies who inhabit the area around the ancient hill."
  • Dahudmorgan: "Dahudmorgan is queen amongst the sea-faeries who inhabit the haunted and rocky shores of Menegond (Thousand Rocks). During the day, she hides underwater in her magnificent golden city or in one of the natural caves or grottoes in the sea-cliffs surrounding her home under the waves. At night, she sits on one of the rocky islands that stretch along the coastline, combing her beautiful, long, golden tresses and singing."
  • Menelotera, The Devil Bloom: "The thing called Menelotera or Star Devil Bloom descended from the heavens ages ago near the elven community of Dorondil. The community retrieved the fallen plant from its crater and nursed it back to health. They placed the blasted plant in a porphyry urn and grew worried as its condition improved."
  • Reidmar, The Deathless: "The absence of his soul renders him immune to the laws and traditions of the Faerie Courts. Death will not take him and the Faerie Courts fear him. It only remains to see what Reidmar will do next."

The book also contains six Appendices.

Appendix A: Magic Item Generator: This appendix allows the judge to create unique magic items easily, and with interesting results.

Appendix B: Elven Mercurial Magic: This is not a full set of mercurial tables, but offers replacements for the "No change. The spell manifests as standard." results from 41-60 in the core rulebook. It differentiates results in many cases between normal and dark elves.

Appendix C: New Classes: This Appendix offers two new fey classes: Elven Thief of Finngolric and Faerie. The Faerie in particular offers a good treatment of the basic concept:

"You are a tiny, mischievous sprite. The big people call you the Fair Folk, the Gentry, Little People or faeries. You live in mounds or great hollowed trees in secluded, sacred forests and hillsides. You live to torment or treat the larger races if they stumble into your territory. Little children dream of finding you but those who do may regret it. Sometimes kind and helpful, at other times known to play mischief (or worse) upon mortals, their actions, taboos, and customs can seem inscrutable and confusing."

Goodman Games published The Complete Guide to Fey for the 3rd Edition of Dungeons & Dragons. That work offers some insight into creating and running faerie creatures that this class does not, but this class reads like a distillation of that work into Dungeon Crawl Classics sensibilities. I think that the author did a very good job here.

Appendix D: New Spells: The book offers two new spells: Glamour and Invoke Nature's Spirits. Both are level 1 spells.

Appendix E: Patron Revelation Sheets: "These Patron Revelation Sheets are for the bonded wizards and elves in your campaign. The players may keep track of results from invoke patron or the patron spells they’ve been taught. The player can also record patron taints and other long term effects from their extended contact with supernatural beings."

Appendix F: Backer Patrons: Three backer patrons are included in this volume. They are:

  • The Faerie Ring by Mark Green: "The Faerie Ring is a collective of faeries. Individual faeries are magical but not hugely powerful, however, when gathered together, their power is multiplied many-fold."
  • Gloriana, Faerie Godmother by Daniel J. Bishop: "Many of the faerie folk take a sidelong interest in human affairs. Often, this interest lasts but for an encounter, but sometimes a faerie becomes interested in mortals for their entire lifetimes, which is still a fleeting interest in the aeons-long existence of the fae. Such a creature is Gloriana, who sometimes aids Wizards and Elves, and has become the godmother of several mortal children - both with, and without, a formal Patron Bond spell."
  • Tand-Alv, the Tooth Fairy by Paul Linkowski: "For a millennium three powerful lich kings have maintained a permanent portal between their realm and the elf lands. Tand-Alv, the unfortunate regional ruler where the portal materialized in, has vowed to stop the undead forces from gaining a foothold in the elf lands. Realizing that a traditional elf army is dangerous to use against the liches because the fallen elven warriors could be used by the liches to add to their undead army, Tand-Alv found an unusual solution. She created an army of giant snails and slugs to fight off the undead hordes."

Gloriana first appeared in The Revelation of Mulmo, and was first fully developed in The Revelation of Mulmo Tentacled Edition.

As with the first volume, there is permission to use these patrons in other products included in the Usage and License Information section.

The fey are an ancient race of elves, faerie and other mischievous beings, their origins lost in antiquity. Ever questing for the esoteric secrets of magic and of the universe itself, elves have long sought to connect with the architects of their kind. Serving and bargaining with fey patrons of old is a means to this end.

Angels, Daemons and Beings Between Volume 2: Elfland Edition unleashes the hidden patrons of Elfland. From fey barbarians and vagabond thieves to vile demons and alien vegetation, this tome shines light on 14 [sic] new patrons of distinct fey character. With accompanying spells, spellburn, patron taints and the rituals required to commune with these patrons. This volume is a must for your campaign’s elves… and wizards, of course!

(I count 13 new patrons and 4 demi-patrons. I think the solicitation text was meant to include the 10 patrons and 4 demi-patrons written by James Pozenel, but if so they are under-selling the product.)

Get It Here!

The Quarrymen

The Quarrymen is an adventure by Duncan McPhedran, with art by Duncan McPhedran and Stanley Anderson (cover). Cartography is by Dyson Logos. The publisher is The Zorathan City State Press.

A level (or level range) for this adventure is not provided, and Dungeon Crawl Classics is not overly concerned with balance, but I would peg this as perhaps suitable for 3rd level characters. Your mileage may vary.

The writing is very old-school, with read-aloud text in italics, stats in bold, and important sentences underlined for quick scanning. Judges are forewarned that this scheme is not followed with 100% fidelity, but it works well enough to help guide you through the adventure. Read-aloud text may be broken up within a given paragraph. In essence, this is similar to having read The Keep on the Borderlands back in the day, and marking up Gary Gygax's writing for easier scanning during play.

The monsters are also old-school, so that even where they are renamed to prevent infringing IP, you have no problem discerning what they are. There is, nonetheless, plenty of DCC-style action, even if you can identify what you are facing. And by then, it might be too late anyway....

Although this adventure has been around for some time (it hit RPG Now on May 16, 2016) and is a Pay What You Want title, I haven't uncovered much discussion of it online, so I am loathe to offer spoilers. Suffice it to say that there is an excellent use of magic items, which will offer much amusement to the judge and much consternation to the players, and that long-time gamers will likely prefer flight to fight once they discern the true nature of "the Creature".

(The magic items also echo the romances and les chansons de geste of the medieval jongleurs to good effect.)

For years there have been legends of a lost ancient complex hidden deep within the town quarry, and it seems that the local quarrymen have now stumbled upon an entrance to it. Long thought lost to the ages, little about it is known for sure, although rumours are now flying through the town.

Sixty-six quarrymen took the opportunity to enter the complex opening and take a look around, but they have all since disappeared.

Get It Here!

Monday, 19 March 2018

Purple Sorcerer Free DCC Tools

Purple Sorcerer Games is owned and operated by Jon Marr. While I don't have any direct credits for the free online tools provided by Purple Sorcerer Games, it is reasonable to assume that Jon Marr is involved with their creation as well as making them available. You can look here for a full list of patrons who backed the creation and update of these tools, by year.

The number and quality of free tools Purple Sorcerer makes available is astounding. As a judge for open gaming events, I make frequent use of the 0-Level Party and Upper Level Character Generators, and so does almost everyone I have ever played a convention game with. It is unusual indeed not to be handed a character sheet created by Purple Sorcerer Games! Likewise, The Sorcerer's Grimoire makes printing out spell sheets for elves, wizards, and clerics a breeze.

As a writer, I have made use of the Demon Generator, the Dragon Generator, and even the Unique Monster Trait Generator. These generators give you the raw material to craft a specific being to fit your adventure's needs, without having to roll dice and look up tables yourself.

The available free tools, at the time of this writing, are:

0-Level Party Generator: Whip up four 0-level characters in a flash. Options allow you to choose Occupation Source from over 30 lists, filter out non-humans, decide how stats and hit points are rolled, create tournament sheets, use one of several Lucky Sign house rules, or simply create a blank sheet to roll your own. If you need to make 200 gongfarmers for your convention games, you can do that as a single file. If you want them to be suitable for your Drongo or Beyond the Silver Scream adventure, you can do that too.

Mutant Crawl Classics 0-Level Party Generator: Similar to the 0-Level Party Generator, this allows you to create 0-level characters for your Mutant Crawl Classics games. There are fewer options for Occupation Source right now, but the Genotype Filters do allow you to specify No Pure Strain Humans, No Plantients, No Manimals, and/or No Mutants. For fun, I clicked all of the filters, and it still gives you characters - they just do not list genotype!

Upper Level Character Generator: This creates characters from levels 1 through 10 for the standard Dungeon Crawl Classics classes. Because it uses the same occupation lists as the O-Level Party Generator, it will allow you to create an opossuman cleric, for instance, although the Class information does not exist at this time to create a character leveled in the opossuman race-class.

The Crawler's Companion: This is discussed here. Recent upgrades are discussed here.

The Sorcerer's Grimoire: Generates spells for your wizard, cleric, or elf, complete with mercurial effects and patron information. This last is not limited merely to the Dungeon Crawl Classics core rulebook, but includes patrons from the first volume of Angels, Daemons, & Beings Between as well as those published in various Purple Sorcerers Games adventures.

Demon Generator: Create up to 20 demons at a time, from Type 1 to Type 6. The generator can also randomly determine Demon Type, so that if you generate more than one at a time, you can get a mixture of Demon Types.

Random example:

Dog Demon (Type 5)
Init +6; Atk Kick +12 melee; AC 24; HD 14d12; MV 50'; Act 3d20; SP Drain ability score +12; Spells (Consult Spirit, , Runic Alphabet, Fey | spell check mod: 14) +12, Spells (Consult Spirit, , Runic Alphabet, Fey | spell check mod: 14) +12Target Save 23, demon traits; SV Fort +14, Ref +12, Will +12, AL C.
Trait: Scaled
Standard Type 5 Demon Features
Communication: Speech, telepathy
Abilities: Infravision, darkness (+20 check)
Immunities: Immune to weapons of less than +4 enchantment or natural attacks from creatures of 9 HD or less; immune to fire, cold, electricity, gas, acid;
Projection: Can teleport at will to any location, as long as not bound or otherwise summoned; can project astrally and ethereally
Crit Threat Range: 16-20

Dragon Generator: From the tiniest pseudo dragon to the greatest godlike dragon, this generator can create up to 20 at a time. Again, you can randomly determine dragon size, so that you have a mixture of various types of dragons.

Random example:

Large bronze dragon
Init +16; Atk claw (x2) +17 melee (1d8); bite +17 melee (1d12); tail slap +17 melee (1d20); AC 26; HD 16d12 (105 hp); MV 60; Act attacks d20, spells ; SP see below; SV Fort +16, Ref +20, Will +16; Al N.
Breath Weapon: Type (Electricity); Save (Ref 26); Damage (As dragon’s hit points or half with save); Shape (1-4 line forks, width 5’, total length 3d6 x 10’)
Level 1 Spells: Ward Portal, Ropework, Charm Person
Level 2 Spells: Invisibility, Scare, Spider Web
Level 3 Spells: Transference, Consult Spirit, Haste
Martial Power 1: Damage reduction. The dragon’s tough hide reduces the damage of all blows against it by 1 point.
Martial Power 2: Fast reflexes. The dragon’s Ref save is increased by an additional +4.
Martial Power 3: Amphibious. The dragon can breathe water and swim effortlessly.
Unique Power 1: Spider climb (at will). The dragon can climb any surface as if it were a spider.
Unique Power 2: Light (at will). The dragon can bring full light of daylight into an area of 30’ radius. Target any spot within 100'.
Unique Power 3: Locate object (1/day). The dragon can locate an object known to itself. It receives an unerring sense of direction toward the object and the approximate distance. The range of this ability is: up to 100 miles on this plane.
Unique Power 4: Wall of fog (1/hour). The dragon can summon a wall of fog at will. The wall is up to 100’ x 20’ x 100’. Within the fog, targets suffer -4 to all attacks and move at half speed.

Mercurial Magic Generator: Add your Luck modifier, and the generator will do the rest. Up to 50 results can be rolled at a time.

Sword Magic Generator: Toggles allow you to choose the spell check result, the caster's alignment, the caster's Intelligence (up to 22!), the caster's level, and how many swords you want. Except for that last toggle, all can be set to generate random results. Up to 20 swords can be created at a time.

Random example:

+1 Dagger (Roll: 51)
Alignment: Lawful
Intelligence: 4
Communication: Simple urges
Bane: Golems (Beacon of hope; allies within 100’ engaged in battle against bane gain +2 bonus to all saving throws and morale checks)
Power: Detect certain creature type within 1d10 x 100’ (e.g., spiders, dragons, goblinoids, men, etc.)

Scroll Generator: Create up to 50 scrolls. You can select for wizard spells, cleric spells, or a random mix of types.

Random example:

Spell Type: Wizard
Scribed on the Scroll:
     Level 1: Force Manipulation
Mechanism: Spell check must be made by reader, at a +2 bonus.
Unique Trait: Signed by creator, in his own name, with the notation that, 'This scroll is the property of the creator. All others who use it shall be subject to a curse.' (Or something similar.)

Unique Monster Trait Generator: Choose un-dead or humanoid (or random) and generate up to 50 unique creatures.

Random example:

Type: Unique Undead
Description: Ashen-skinned and gray-eyed
Trait: Resistant to spells (50% chance of any spell not affecting it)

Useful Charts: Useful Charts for the 0-level DCCRPG Enthusiast is an excellent, free resource that I personally bring to all of my games. You can download it here.

Paper Minature Tips: Purple Sorcerer Games adventures all include printable paper minis. Apparently, A Gathering of the Marked has almost 100 of them. Purple Sorcerer Games has kindly made two videos available to help you get the most from this resource.

You can support Purple Sorcerer Games in offering Free Tools here, by purchasing an adventure, a T-shirt, or a direct donation through PayPal or Dwolla.

Beginning in the early days of the Dungeon Crawl Classics RPG beta, Purple Sorcerer Games has created free tools and helpers to make it as easy as possible for new and experienced players to get into the game. We're thrilled that so many DCC players from around the world rely on these tools, and look forward to building new utilities for years to come!

We create a number of free tools and helpers to make your Dungeon Crawl Classics experience as streamlined as possible. Tools include the 0-Level Party and Upper Level Character Generators, and the Ennie-Award winning Crawler's Companion.

Access Them Here!

PM 2: Desolate Dwarven Delve

Purple Mountain Level Two: Desolate Dwarven Delve is a 2nd level adventure written by David Nicholas Ross. Art is by Matt Morrow (cover), Brian Brinlee, and Tamas Baranya. Cartography is by Kristian Richards. DCC conversion is by Daniel J. Bishop. The publisher is Purple Duck Games.

Disclosure: I did the DCC conversion on this product, and am a Patreon on this project.

Purple Mountain was originally written for Pathfinder role-playing game, and is nominally within the Purple Duck Games open setting, Porphyra. Each level was written by a different author (although some authors may have written more than one level), using cartography by Kristian Richards.

Some of this cartography was later used to inspire Dungeon Crawl Classics adventures: for instance, Level 1 shares a map with Through the Cotillion of Hours, and Level 3 shares maps with Stars in the Darkness.

The second level of Purple Mountain is an abandoned dwarven mine, which is now home to gremlins, un-dead dwarves, a troglodyte hermit, and various other creatures, including more than one type of fungi.

As with all adventures in this series, the module can be used as a stand-alone adventure, or as part of the larger Purple Mountain series. The entrance to this level presents its own difficulties, and foolish or unwary players may well lose a character (or two) here.

This level played heavily into Pathfinder sensibilities in its initial incarnation, which required some serious thinking to convert it to Dungeon Crawl Classics. Specifically, reducing the feeling of playing Pathfinder while retaining the essential narrative of the adventure was challenging. On the other hand, most of the monsters are essentially similar to their original counterparts, with Hassur the troglodyte hermit and his ally Pallcap requiring the most change. On the other hand, I did get to work in a connection to Ulibex from Silent Nightfall.

Purple Mountain II: Desolate Dwarven Delve throws your party into a ruined dwarven settlement haunted by the restless dead, insidious fungi, sadistic fey, and more. Devious mechanisms bar the way and the delve's strange, feuding inhabitants loom on all sides while the party search for the valuable secrets of the ruins.

The Purple Mountain series is designed to be a classic mega-dungeon. You know the kind...

Get It Here!